Full list of Homebrew Feats
Major Feats
This document should be considered canonical - the other documents are development posts, and
will not be updated as the feats change (for balance reasons, mostly).
Aikido
While not wearing medium or heavy armor, and while having at least one free hand, you gain the
following benefits:
- You may use a Wisdom (Insight) check instead of the usual Strength (Athletics) check when
attempting a grapple or shove.
- When a humanoid enemy no more than one size larger than you attempts to grapple, shove, or charge
you, you may use your reaction to shove with advantage, possibly preventing them from their
attempt.
- If you successfully shove an enemy who has already moved any distance this turn (voluntarily or
not), you may knock them prone and push them away.
Combat Reflexes
At the end of any turn in which you used your reaction, you may attempt a Dexterity (Acrobatics) or
Wisdom (Insight) check to regain your reaction. This check has an initial DC of 5, but that DC
increases by 5 for each time you have succeeded since the beginning of your last turn.
Great Weapon Master
(Notice that this replaces the existing published feat of the same name)
You've learned to use the weight of your weapon to your advantage, letting its momentum carry your
movements. You gain the following benefits:
- On your turn, when you miss with a heavy melee weapon as part of your Attack action, you may
afterward make one melee weapon attack against a different target with the same weapon as a bonus
action.
- Before you make a melee attack with a heavy weapon that you are proficient with, you may choose to
take a -5 penalty to the attack roll. If the attack hits it is considered a critical hit. After
successfully landing such an attack, you may not choose to do so again until you have taken a
short or long rest.
Spell Focus
Requires: Ability to cast at least one spell.
Choose one spell you know or have prepared of first level or higher. You are able to cast it without
any somatic or verbal components it normally requires, and you may use your own mind as a holy
symbol or arcane focus. Your save DC is considered to be 1 higher when casting this spell. An
observer can tell that you are casting the spell at by succeeding on a Wisdom (Perception) check
opposed by your Charisma (Deception). You may change the selected spell whenever you gain a level.
Mystic Studies
Requires: Ability to cast at least one spell of 2nd level or higher.
Select any one cantrip and one spell, which must be of lower level than the highest spell slot you
possess. You may cast both as if they belong to one of your classes. Each time you gain a level, you
may change the selected spell.
Battlemage
- You no longer have disadvantage when casting ranged attack spells while adjacent to an enemy.
- You may treat a weapon you are wielding as an arcane focus or holy symbol.
- As a bonus action, you may make an attack or shove against the target of a successful spell with
range 'touch'.
Summoner
- Any creature that you summon or create gains a number of temporary hit points equal to your
level plus your spellcasting modifier.
- You have advantage on concentration saves while concentrating on a spell that has summoned
or created a creature.
- You may expend a spell slot while touching a creature you have summoned to give them temporary
hit points: roll a number of d8s equal to the level of the slot spent, and add your spellcasting
modifier.
Experienced Spellcaster
Your long experience with spell-casting has given you the ability to use cantrips and spells more
casually than others. Gain the following benefits:
- You may use your bonus action to cast a cantrip that normally requires an action and does not
deal any damage.
- Your verbal components may be spoken much more quietly, and your somatic gestures are not as
emphatic and attention-attracting.
Lancer
While riding a friendly creature at least one size larger than yourself, gain the following
benefits:
- You may use your bonus action to prompt your mount to Dash.
- If you take the Attack action on your turn, you can use a bonus action to perform one Shove
using your mount.
- You are proficient with lances, and have +1 on attacks with lances.
Fury
On your turn, you can enter a rage as a bonus action. While raging, you gain the following
benefits if you aren't wearing heavy armor:
- You have advantage on strength checks and saving throws
- When you make a melee weapon attack, you gain +2 bonus damage on the damage roll, which increases
to +3 damage at level 9 and +4 damage at level 16.
- You have resistance to non-magical bludgeoning, piercing, and slashing damage.
You may not cast or concentrate on spells while raging. Your rage lasts for 1 minute. It ends
early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile
creature since your last turn. You can also end your rage on your turn as a bonus action.
You can only rage only twice; you regain all uses of this ability after finishing a long rest.
Hidden Pact
This feat represents making a (possibly secret) pact with one of the powerful
beings you have encountered on your travels. You may choose one of the Pact Boons available
to warlocks, though you may only choose Pact of the Tome if you have the ability to cast
spells - the spells it allows you to cast are considered spells of that class, rather than
warlock spells.
Eldritch Invocation
Select one eldritch invocation as if you had warlock levels equal to character levels (other
constraints must be satisfied normally). This feat can be taken multiple times - each time,
you must select different invocation.
Shape of the Beast
Select two beasts that you have encountered, and which have CR no higher than 1/4. You may
shift (as wildshape) into each of those beasts once, for a maximum of ten minutes; you regain
this ability after each short rest. The beasts that you choose are subject to the same
restrictions as the wildshape druid class ability (though based on your character level rather
than on your druid level), and may be re-selected any time you gain a level.
Blade Expertise
While wielding sword in one or both hands and no other weapons, you gain the following benefits:
- You have advantage on attacks of opportunity.
- When you critically strike with your sword, you deal 2d6 extra damage.
- You can cut missiles out of the air - in response to a ranged attack being made against you or an
ally within your reach, you may expend your reaction to increase the target's AC by 5 against that
attack. You must choose to take this reaction after the attack has been rolled, but before it has
resolved.
Axemaster
You gain the following benefits:
- At the end of any turn in which you expend your reaction to attempt an attack with an axe
and miss, you regain that expended reaction.
- You are proficient with throwing any axe, and gain +1 to your attack when you do so. (Range
increments determined by the DM on a per-weapon basis).
- If you have missed a melee attack with an axe during your turn, you may spend your bonus action
to perform another attack against that same target with the same weapon.
Artist of Archery
Requires Dexterity 15
Thanks to deep experience with a bow, you gain the following benefits:
- Your long range distance with longbows and shortbows is doubled (your short range distance is not
affected).
- You may extract a longbow or shortbow from your pack and string it as part of an attack action
during your turn.
- As a free item interaction, you may choose to end your turn with an arrow nocked to your bow. If
you do so, you may expend your reaction (once) to perform an Attack of Opportunity with a bow you
are holding against any character that performs an attack against another character while within
your range and view.
Master of the Mace
Requires Strength 15
Because of your extensive training with blunt instruments, you gain the following benefits with
maces, warhammers, clubs, and mauls:
- When you successfully attack an enemy with one of these weapons as part of the Attack action, you
may choose to force them to move 5 feet in any direction.
- If you have not moved at all yet, you may as a bonus action choose to brace yourself for more
powerful swings: reduce your movement to zero until the end of your turn; each attack that you
make with these weapons as part of your Attack action deals an extra 2d4 of damage - this
increases to 2d6 at level 5, 2d8 at level 11, and 2d10 at level 17.
- You deal double damage to structurally fixed objects like doors and walls.
Quarterstaff Adept
Your expertise with staves and spears gives you the following benefits:
- Your attacks with staves and spears may reach up to 10 feet; you have disadvantage on attacks
with these weapons against targets greater than 5 feet away.
- While wielding a staff or spear with both hands, you gain a +2 bonus to your AC, as if it were
a shield. You may use your bonus action to supply that bonus to somebody else until your next turn
instead. (Note - the item bonus from a magical staff will increase the supplied AC modifier, just
like it would for a shield).
- Double your running jump distance and height when you have a staff or spear in your hands
Whip Mastery
Your endless practice with a whip grants you these benefits:
- After dealing damage with a whip to any target of no more than one size category larger than
yourself, they must make a Dexterity or Strength (their choice) with DC equal to 10 plus your
proficiency bonus, or be knocked prone.
- You can attack across corners and around doorways with your whip - you may attack or trip an
enemy in any location that your whip can reach; you have disadvantage if your target has total
cover from you.
- You can easily wrap your whip around appropriately sized objects that aren't being carried or
held, and can swing from them (if appropriately anchored) or yank them into your free hand
without needing to make any check. Yes, like Indiana Jones.
Intuitive Defense
Your armor class is now equal to 10 + your Wisdom modifier + your Dexterity modifier.
Planar Arcanist
Your extensive studies of the planes give you the following bonuses:
- Expertise with Arcana checks regarding the planes, extra-planar creators, or planar spells.
- Your saves on all planar spells have advantage
- Others' saves against your planar spells have disadvantage
- You may cast Contact Other Plane once per long rest by performing a 10-minute ritual
- You may cast Plane Shift to return to your home plane once per long rest as a four-hour ritual
(The material component is still required).
Minor Feats
Rakish Inspiration
You may use your bonus action to choose one creature other than yourself within 30 feet of you
who can hear you. That creature gains one Rakish Inspiration die, a d6. Once within the next
minute, the creature can roll the die and add the number rolled to one ability check, attack
roll, or saving throw it makes (it may choose to do so after the d20 is already rolled).
You may use this feature once, and you regain the ability after finishing a short rest.
You gain a second die at level 5, a third at level 11, and a fourth at level 17.
Jack of All Trades
You can add half your proficiency bonus (rounded down) to any ability check you make that doesn't
already include your proficiency bonus.
Fearless
You have advantage on saves against fear effects. As a bonus action, you can exhort others to
overcome their fear - they immediately make an additional save against the fear effect that
currently afflicts them, and they have advantage on that save. You may use this ability only
once; you may use it again after completing a short or long rest.
Blindfighting
- Gain 5' of hearing-based blindsight.
- When something makes a sharp or loud noise, you can roughly judge the distance and direction it
came from - if it came from within 60 feet, you can determine the exact location.
- You may take a bonus action to make a sharp noise and listen to its response - this allows you to
learn the locations of any walls, dropoffs, or other major features within 60 feet, and any medium
or larger characters within 30 feet. In combat, make this check with disadvantage except during a
surprise round.
Tripmaster
While using a weapon that can feasibly be used to trip somebody, you may make attempts to shove
your target prone (but not away) without having a free hand as long as you can reach them with
your weapon. You may perform these shoves in place of any attack, and not only those made as part
of the Attack action.
Quickspell
By expending an extra spell slot (of any level), you may cast a spell that normally has a casting
time of 1 action as a bonus action. You may not use this ability again until you take a short rest.
Agile Defense
- While you are not using a shield or heavy armor, and have at least one hand free, gain the
following advantages:
- Advantage on any Dexterity (Acrobatics) check made to avoid a grapple or shove attempt. This
does not aid you in attempts to escape a grapple.
- +2 AC against non-spell attacks.
Clever Action
Requires Dexterity 13
You may Dash, Disegage, or Hide as a bonus action. You may use this ability a number of times equal
to your Dexterity modifier; regain all uses of this ability when you take a short or long rest.
Bull Rush
Requires Strength 13
As an action, you may move up to your speed directly towards an enemy that you can see. If you move
at least 15 feet, your target needs to make a Dexterity or Strength save (their choice) with DC
equal to 8 + your Strength modifier + your proficiency bonus. If they fail the save, they take 1d4
bludgeoning damage and are knocked prone.
Point-Blank Shot
As long as your target is within 15 feet of you, you no longer gain disadvantage from making ranged
attacks while adjacent to enemies, they do not benefit from partial cover, and you do not gain
disadvantage from your target being prone.
Expertise
Choose one of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability
check you make that uses the chosen proficiency.
Eye for Detail
You gain +5 on all investigation checks that are about physically or visually examining an object
or area (which is most of them).
Fighting Style
- Choose one of the following fighting styles:
- Defense: Increase your AC by 1.
- Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a
melee weapon that you are wielding with two hands, you can reroll the die and must use the new
roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Archery: Gain a +2 bonus to attack rolls you make with ranged weapons.
- Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2
bonus to damage rolls with that weapon.
- Protection: When a creature you can see attacks a target other than you that is within 5 feet of
you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a
shield.
Choke Hold
When you have a creature no more than one size larger than you grappled, you may use your bonus
action to attempt to strangle it - make a Strength (Athletics) check, contested by your target's
Strength (Athletics) or Dexterity (Acrobatics) check. If you win the check, your target is silenced
until the end of your next turn; they are unable to communicate verbally or perform verbal
components of spells for that period.
Mystic Trick
Select one spell, of level no greater than one-fourth of your character level (rounded up). You can
cast this spell once per day. You have no spellcasting ability for this spell - your spell save DC is
8 + your proficiency bonus, and your spell attack modifier is your proficiency bonus. You may change
the selected spell whenever you gain a level.
Cross-Disciplinary Study
Requires: ability to cast spells of 3rd level or higher
Select one first-level spell. Treat this spell as if it were present on your class' spell list -
you are able to prepare it, or learn it, or scribe it as normal.
Magical Knack
Select one cantrip to learn - treat it as a spell for a class you possess at least one level in. If
you do not have the Spellcasting feature, use your Charisma as your casting ability for this spell.
Shield Slam
You are proficient in the use of a shield as an offhand weapon. Treat your shield as a weapon, which
uses strength to attack and deals 1d4 bludgeoning damage; if it has a magical armor bonus, it is a
magical weapon with that attack and damage bonus as well. You may use two-weapon fighting while
wielding a shield and a one-handed weapon (which need not have the 'light' property).
Sprinter
Your base movement speed increases by 10 feet.
Martial Feats
As described in my post, this is a list of
martial-only feats. Many of them have the requirement of "No Spellcasting Feature", but some of
them require "No Full Spellcasting Feature" (so they are available to characters like Paladins and
Warlocks). If you ever gain a Spellcasting feature that violates the requirements of one of your
martial feats, you can replace the martial feat with a new feat that is still valid.
All 'Stances' are mutually exclusive, as you cannot be in more than one stance at the same time.
Mage Sentinel
Requires: No Spellcasting, Sentinel or Mage Slayer, Lvl 8
- You have advantage on attacks of opportunity and the attacks granted by Sentinel and Mage Slayer.
- Successful attacks granted by Mage Slayer require the target to succeed on concentration check or
fail to cast the spell, losing the slot to no effect.
- Successful attacks granted by Sentinel require the target to succeed on a Strength save with DC
equal to 8 + your attack modifier with the weapon used, or they are knocked prone.
Superior Combat Reflexes
Requires: No Spellcasting, Combat Reflexes, Lvl 8
- You no longer need to make any check to regain your reaction, you simply regain it at the end of
each turn.
- You may use your reaction at the beginning of any turn to grant partial cover against all melee
and ranged attacks to any one ally within 5 feet of you until the end of that turn.
Reckless Stance
Requires: No Spellcasting, Lvl 5
As a bonus action, you can shift into and out of a stance suited for attacking recklessly - while
in the reckless stance, your attacks deal 2 extra damage and have advantage on all melee attacks
that use strength for their attack bonus. All melee and ranged attacks against you have advantage as
well.
Defensive Stance
Requires: No Spellcasting, Lvl 5
As a bonus action, you can shift into and out of a stance suited for warding off attacks - while in
the defensive stance:
- all attacks against you have disadvantage
- all of your attacks have disadvantage
- you may use your reaction to impose disadvantage on one melee attack attempted against an ally
within your reach.
Mobile Stance
Requires: No Spellcasting, Lvl 5
As a bonus action, you can shift into and out of a stance suited for moving rapidly around the
battlefield. While in the mobile stance:
- attacks of opportunity against you have disadvantage
- your movement speed is increased by 10 feet
- the first attack you make after provoking a missed attack of opportunity gains advantage.
Focused Attacks
Requires: No Full Spellcasting, Lvl 5
As a bonus action, you can focus on a particular foe - this focus lasts until you attack another
target, or you cannot see your focused target at the beginning of your turn. While focused on a
target and not being flanked, you gain these benefits and detriments:
- your critical range against this target is improved by one value (from 20 -> 19-20, for example)
- if this target moves during their turn, you may use your reaction to move with them up to your
movement speed, staying adjacent to them at all times. This does not allow you to move through
any enemies to follow your target, nor does it prevent enemies from attempts attacks of
opportunity against you.
- you have advantage on any attacks of opportunity, intimidation, insight, or perception checks
you make against that target.
- attacks made against you by creatures other than the target of your focus have advantage, and
you cannot benefit from non-total cover against them. If they would have advantage regardless,
they instead gain a +3 bonus on the attack.
Cleaving Strike
Requires: No Full Spellcasting, Lvl 5
After taking the Attack action and striking at least one enemy, you may use your bonus action to
force all enemies within your reach that you did not attack to make a Dexterity save with DC =
8 + your attack bonus with that weapon. If they fail the check, they receive damage equal to your
damage bonus with that weapon. If the weapon is heavy and two-handed, that damage is doubled.
Fearsome Rush
Requires: No Spellcasting, Lvl 8, Charger or Bull Rush
After Charging or Bull Rushing, you may make an Intimidation check, and then force all creatures in
a 15 foot cone in front of you to make a Wisdom save with DC equal to your check's result. If they
fail the check, they become frightened of you until the end of your next turn. Creatures more than
one size larger than you have advantage on their save.
Iron Grip
Requires: No Spellcasting, Lvl 8
You have trained your grip extensively; you gain the following benefits:
- Checks to break your grapple have disadvantage
- When a creature you have grappled attempts to perform an attack, you may use your reaction to give
that attack disadvantage.
- When a creature you have grappled attempts to perform a spell, you may use your reaction to force
a concentration save - if they fail the save, they are unable to perform the spell, and lose the
action taken to cast it, though not the slot.
- You have advantage on all checks to climb, and to keep from falling from surfaces that you are
currently clinging to.
Forceful Swing
Requires: No Full Spellcasting, Lvl 8
You are practiced at using your heavy weapon swings to move your enemies around the battlefield.
While using a heavy two-handed weapon, you gain the following benefits:
- when you successfully strike an enemy, you can move them 5 feet in any direction. If they are
adjacent to a large immovable object, you may instead deal an additional 1d6 bludgeoning damage
with your attack, as you smash them against its surface. Enemies larger than Huge cannot be
moved in this way.
- When you attempt to Shove a target, you have advantage on the Strength (Athletics) check.
From the Shadows
Requires: No Full Spellcasting, Lvl 5
In the bedlam of the battlefield, you are adept at fading into the morass and striking suddenly.
Gain the following benefits:
- As part of your movement, you may spend 5 feet of movement to hide from a single designated foe
who was most recently attacked by someone other than you behind any character of your size or
larger, as well as in any place that you could normally hide. You may do this only once per turn,
and you remain 'hidden' from that creature until you perform a successful attack against them,
or you reach the end of any turn with no cover or concealment from them.
- When you ready an action, you may spend your bonus action to additionally ready a bonus or Dash
action, which resolve immediately before or after your readied action.
- You start all combats with your reaction available, and with a readied action of "if someone tries
to hurt me, I will run away and hide".
Whirling Dervish
Requires: No Full Spellcasting, Lvl 8
When you use two-weapon fighting, you may make two attacks instead of one with your offhand weapon,
as long as they target different enemies. After striking any enemy with a finesse weapon, you may
immediately move 5 feet - this movement does not provoke attacks of opportunity.
Tactical Maneuvers
Requires: No Spellcasting. Minor Feat
Choose one maneuver from the following list. Gain two maneuver dice to spend on it, which you
recover after each short or long rest. The maneuver dice for different maneuvers are kept separate,
but you can choose the same manuever multiple times to get extra dice for that maneuver.
The type of dice depends on your proficiency bonus - they should have twice as many sides as
your proficiency modifier - at level 5, they would be d6s, and at level 20 they would be d12s.
- The Right Place At the Right Time As a bonus action, roll your maneuver die and multiply the
result by five. You may immediately move up to that many feet without provoking opportunity
attacks.
- Submission Hold As part of an attempt to grapple or shove, roll a maneuver die twice and add
the total to your check.
- Disarm After successfully attacking someone in melee, you may roll a maneuver die - if your
roll exceeds their Dexterity bonus, they are disarmed, and their weapon is sent flying 10 feet
in a random direction (roll a d8 to determine the direction. If it flies toward you, you may
neatly catch it, provided that you have a free hand)
- Inside Their Guard After successfully attacking someone, you may roll a maneuver die - add
that much damage to the attack. You gain advantage on all further attacks against the same target
until the end of the turn.
- Feint Use your bonus action to roll your maneuver die. One target within the reach of your
weapon has its AC reduced by that amount until the beginning of your next turn.
- Of Steel Woven As a reaction to being hit by an attack, you may expend a maneuver die and add
the result to your AC, potentially causing the attack in question to miss. The AC increase lasts
until the beginning of your next turn.
- Not on my Watch As a reaction to an ally within 10 feet of you being hit by an attack, you may
roll a maneuver die, swapping locations with your ally, and taking all of the damage they would
have received, but reduced by the amount rolled.
- Iron Will If you fail a Wisdom or Charisma save, you may roll a maneuver die and add it to the
total, potentially passing the save after all.
- Dance of Leaves If you fail a Dexterity or Intelligence save, you may roll a maneuver die and
add it to the total, potentially passing the save after all.
- Shrug it Off If you fail a Strength or Constitution save, you may roll a maneuver die and add
it to the total, potentially passing the save after all.
- Oncoming Storm When you take the attack action, you may choose to roll a maneuver die. If your
roll is higher than the number of attacks you normally have, you get that many attacks instead,
but each of them must be against a different target.
- Flying Tackle As an action, you may choose to roll a maneuver die and jump toward an enemy.
Your standing and running jump height and distance are increased by triple the value on the die
(minimum 10 feet), and you may attempt to grapple or grab onto your target - you make the Strength
(Athletics) check to do so with advantage.
Changes to already-existing feats
- Grappler additionally allows you attempt to grapple creatures one size larger than you would
normally be able to. This seems like the clear intent of the original (un-errata'd) feat language,
and make the feat much less niche.
- Crossbow Mastery no longer modified - the range difference between shortbow and hand crossbow
was telling.
- Dual Wielder additionally allows you to activate two items or weapons when they are held in
your hands and activated in the same way. This does not extend to casting spells, just activating
things like Immovable Rod, Flame Tongue, or Sunblade.
- Heavy Armor Master reduces the damage it affects by half of your character level, rather than by
three, but is limited to removal of at most half of the received damage, and also affects magical
damage of those types and force damage. This feat was very strong at low levels, but became
pointless rapidly - the change allows it to scale with your level, and to affect damage types that
you will actually continue to receive at higher levels.
- Keen Mind additionally grants advantage on any Intelligence check to recall information which they
may have encountered previously, which includes the majority of History/Religion/Nature/Arcana
checks. This makes the feat matter at all.
- Linguist additionally allows you to recognize what language is spoken or written, even if you do
not know it; and given 1 hour of effort during a long or short rest, you can roughly translate a
short passage from any language you do not know into common.
- Martial Adept grants two d6 superiority dice, and an additional die at levels 5, 11, and 17. (one
die made this feat so underwhelming that I've never seen anyone take it).
- Weapon Master additionally grants: when you roll a 1 on an attack roll using any of the four
chosen weapons, you may reroll the die, and must use the new roll.
- Sharpshooter replaces its last bullet (the drop-5 option) with this: "As an action, you may
carefully aim your next shot. Until you or your target moves at least 5 feet, you gain the
following benefits on your next ranged weapon attack: you have advantage on the attack, and any
hit is automatically considered critical. You may additionally use this ability as a bonus
action - you may only use the ability in this way once until you finish a short or long rest."
- Similarly, Great Weapon Master has been entirely rewritten - see the full replacement feat above.
- Observant gives you +5 to all perception checks, and does not affect investigation. I don't think
'passive investigation' makes sense, since the only difference between investigation and
perception is that investigation is active. And having to distinguish between which checks are
passive and which are active is also pretty annoying.
- All feats that include an ability boost are instead Minor Feats that don't include such a boost.